I'm investigating server-less functionality of RTMFP to build a stand-alone version of a working multiplayer game based on NetGroup/NetStream. To test the server-less feature, I'm using demo from here( http://blog.yoz.sk/2010/07/rtmfp-connection-tester/ )

If I connect using ...

"rtmfp://stratus.rtmfp.net", I get

NetConnection.Connect.Success (0.12 sec)

NetStream.Connect.Success (0.45 sec)

NetStream.Publish.Start (0.49 sec)

NetStream.Connect.Success (0.5 sec)

NetStream.Play.Reset (0.53 sec)

NetStream.Play.Start (0.54 sec)

NetGroup.Connect.Success (0.54 sec)

NetGroup.Neighbor.Connect (0.78 sec)

but when I use "rtmfp:" instead, I get (everything but "Neighbor.Connect")

DIRECT_CONNECTIONS NetStreams are not currently supported with serverless NetConnections. however, a future release of Flash Player will support DIRECT_CONNECTIONS mode on serverless NetConnections if you already have a session to the other peer (for example, by creating a group with ipMulticastMemberUpdatesEnabled as you've done and becoming a neighbor with the desired peer).

posting is not low latency. however, if your group has 10 or fewer members, it will be fully meshed (that is, every member will have a direct neighbor connection to every other member, with nearly 100% probability -- the probability goes down past about 10).

you can use the directed routing method NetGroup.sendToAllNeighbors() (if you've enabled routing in the groupspec) to send a message to all of your neighbors immediately with low latency. when your group is small, as i've mentioned, "all of your neighbors" is "everyone in the group". if your group is large, you need to use posting to get the message to every member, but that will take substantially longer.